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olcPixelGameEngine/Videos/OneLoneCoder_PGE_ProcGen_Un...

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/*
Procedural Generation: Programming The Universe
"Here we go again! Year 4 begins now..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Relevant Video: https://youtu.be/ZZY9YE7rZJw
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include <random>
constexpr uint32_t g_starColours[8] =
{
0xFFFFFFFF, 0xFFD9FFFF, 0xFFA3FFFF, 0xFFFFC8C8,
0xFFFFCB9D, 0xFF9F9FFF, 0xFF415EFF, 0xFF28199D
};
struct sPlanet
{
double distance = 0.0;
double diameter = 0.0;
double foliage = 0.0;
double minerals = 0.0;
double water = 0.0;
double gases = 0.0;
double temperature = 0.0;
double population = 0.0;
bool ring = false;
std::vector<double> vMoons;
};
class cStarSystem
{
public:
cStarSystem(uint32_t x, uint32_t y, bool bGenerateFullSystem = false)
{
// Set seed based on location of star system
nProcGen = (x & 0xFFFF) << 16 | (y & 0xFFFF);
// Not all locations contain a system
starExists = (rndInt(0, 20) == 1);
if (!starExists) return;
// Generate Star
starDiameter = rndDouble(10.0, 40.0);
starColour.n = g_starColours[rndInt(0, 8)];
// When viewing the galaxy map, we only care about the star
// so abort early
if (!bGenerateFullSystem) return;
// If we are viewing the system map, we need to generate the
// full system
// Generate Planets
double dDistanceFromStar = rndDouble(60.0, 200.0);
int nPlanets = rndInt(0, 10);
for (int i = 0; i < nPlanets; i++)
{
sPlanet p;
p.distance = dDistanceFromStar;
dDistanceFromStar += rndDouble(20.0, 200.0);
p.diameter = rndDouble(4.0, 20.0);
// Could make temeprature a function of distance from star
p.temperature = rndDouble(-200.0, 300.0);
// Composition of planet
p.foliage = rndDouble(0.0, 1.0);
p.minerals = rndDouble(0.0, 1.0);
p.gases = rndDouble(0.0, 1.0);
p.water = rndDouble(0.0, 1.0);
// Normalise to 100%
double dSum = 1.0 / (p.foliage + p.minerals + p.gases + p.water);
p.foliage *= dSum;
p.minerals *= dSum;
p.gases *= dSum;
p.water *= dSum;
// Population could be a function of other habitat encouraging
// properties, such as temperature and water
p.population = std::max(rndInt(-5000000, 20000000), 0);
// 10% of planets have a ring
p.ring = rndInt(0, 10) == 1;
// Satellites (Moons)
int nMoons = std::max(rndInt(-5, 5), 0);
for (int n = 0; n < nMoons; n++)
{
// A moon is just a diameter for now, but it could be
// whatever you want!
p.vMoons.push_back(rndDouble(1.0, 5.0));
}
// Add planet to vector
vPlanets.push_back(p);
}
}
~cStarSystem()
{
}
public:
std::vector<sPlanet> vPlanets;
public:
bool starExists = false;
double starDiameter = 0.0f;
olc::Pixel starColour = olc::WHITE;
private:
uint32_t nProcGen = 0;
double rndDouble(double min, double max)
{
return ((double)rnd() / (double)(0x7FFFFFFF)) * (max - min) + min;
}
int rndInt(int min, int max)
{
return (rnd() % (max - min)) + min;
}
// Modified from this for 64-bit systems:
// https://lemire.me/blog/2019/03/19/the-fastest-conventional-random-number-generator-that-can-pass-big-crush/
// Now I found the link again - Also, check out his blog, it's a fantastic resource!
uint32_t rnd()
{
nProcGen += 0xe120fc15;
uint64_t tmp;
tmp = (uint64_t)nProcGen * 0x4a39b70d;
uint32_t m1 = (tmp >> 32) ^ tmp;
tmp = (uint64_t)m1 * 0x12fad5c9;
uint32_t m2 = (tmp >> 32) ^ tmp;
return m2;
}
};
class olcGalaxy : public olc::PixelGameEngine
{
public:
olcGalaxy()
{
sAppName = "olcGalaxy";
}
public:
bool OnUserCreate() override
{
return true;
}
olc::vf2d vGalaxyOffset = { 0,0 };
bool bStarSelected = false;
uint32_t nSelectedStarSeed1 = 0;
uint32_t nSelectedStarSeed2 = 0;
/*uint32_t nLehmer = 0;
uint32_t Lehmer32()
{
nLehmer += 0xe120fc15;
uint64_t tmp;
tmp = (uint64_t)nLehmer * 0x4a39b70d;
uint32_t m1 = (tmp >> 32) ^ tmp;
tmp = (uint64_t)m1 * 0x12fad5c9;
uint32_t m2 = (tmp >> 32) ^ tmp;
return m2;
}*/
bool OnUserUpdate(float fElapsedTime) override
{
if (fElapsedTime <= 0.0001f) return true;
Clear(olc::BLACK);
//if (GetKey(olc::SPACE).bReleased)
//{
// //srand(1000);
// std::random_device rd;
// std::mt19937 mt(1000);
// std::uniform_int_distribution<int> dist(0, 256);
// auto tp1 = std::chrono::system_clock::now();
// // Ranomness Tests
// for (int x = 0; x < ScreenWidth(); x++)
// {
// for (int y = 0; y < ScreenHeight(); y++)
// {
// bool bIsStar = false;
// int nSeed = y << 16 | x;
//
// // Standard C++ rand()
// //srand(nSeed);
// //bIsStar = rand() % 256 < 32;
// // std::random
// //mt.seed(nSeed);
// //bIsStar = dist(mt) < 32;
// // Lehmer32
// nLehmer = nSeed;
// bIsStar = Lehmer32() % 256 < 32;
// Draw(x, y, bIsStar ? olc::WHITE : olc::BLACK);
// }
// }
// auto tp2 = std::chrono::system_clock::now();
// std::chrono::duration<float> elapsedTime = tp2 - tp1;
// DrawString(3, 3, "Time: " + std::to_string(elapsedTime.count()), olc::RED, 2);
//}
//return true;
if (GetKey(olc::W).bHeld) vGalaxyOffset.y -= 50.0f * fElapsedTime;
if (GetKey(olc::S).bHeld) vGalaxyOffset.y += 50.0f * fElapsedTime;
if (GetKey(olc::A).bHeld) vGalaxyOffset.x -= 50.0f * fElapsedTime;
if (GetKey(olc::D).bHeld) vGalaxyOffset.x += 50.0f * fElapsedTime;
int nSectorsX = ScreenWidth() / 16;
int nSectorsY = ScreenHeight() / 16;
olc::vi2d mouse = { GetMouseX() / 16, GetMouseY() / 16 };
olc::vi2d galaxy_mouse = mouse + vGalaxyOffset;
olc::vi2d screen_sector = { 0,0 };
for (screen_sector.x = 0; screen_sector.x < nSectorsX; screen_sector.x++)
for (screen_sector.y = 0; screen_sector.y < nSectorsY; screen_sector.y++)
{
uint32_t seed1 = (uint32_t)vGalaxyOffset.x + (uint32_t)screen_sector.x;
uint32_t seed2 = (uint32_t)vGalaxyOffset.y + (uint32_t)screen_sector.y;
cStarSystem star(seed1, seed2);
if (star.starExists)
{
FillCircle(screen_sector.x * 16 + 8, screen_sector.y * 16 + 8,
(int)star.starDiameter / 8, star.starColour);
// For convenience highlight hovered star
if (mouse.x == screen_sector.x && mouse.y == screen_sector.y)
{
DrawCircle(screen_sector.x * 16 + 8, screen_sector.y * 16 + 8, 12, olc::YELLOW);
}
}
}
// Handle Mouse Click
if (GetMouse(0).bPressed)
{
uint32_t seed1 = (uint32_t)vGalaxyOffset.x + (uint32_t)mouse.x;
uint32_t seed2 = (uint32_t)vGalaxyOffset.y + (uint32_t)mouse.y;
cStarSystem star(seed1, seed2);
if (star.starExists)
{
bStarSelected = true;
nSelectedStarSeed1 = seed1;
nSelectedStarSeed2 = seed2;
}
else
bStarSelected = false;
}
// Draw Details of selected star system
if (bStarSelected)
{
// Generate full star system
cStarSystem star(nSelectedStarSeed1, nSelectedStarSeed2, true);
// Draw Window
FillRect(8, 240, 496, 232, olc::DARK_BLUE);
DrawRect(8, 240, 496, 232, olc::WHITE);
// Draw Star
olc::vi2d vBody = { 14, 356 };
vBody.x += star.starDiameter * 1.375;
FillCircle(vBody, (int)(star.starDiameter * 1.375), star.starColour);
vBody.x += (star.starDiameter * 1.375) + 8;
// Draw Planets
for (auto& planet : star.vPlanets)
{
if (vBody.x + planet.diameter >= 496) break;
vBody.x += planet.diameter;
FillCircle(vBody, (int)(planet.diameter * 1.0), olc::RED);
olc::vi2d vMoon = vBody;
vMoon.y += planet.diameter + 10;
// Draw Moons
for (auto& moon : planet.vMoons)
{
vMoon.y += moon;
FillCircle(vMoon, (int)(moon * 1.0), olc::GREY);
vMoon.y += moon + 10;
}
vBody.x += planet.diameter + 8;
}
}
return true;
}
};
int main()
{
olcGalaxy demo;
if (demo.Construct(512, 480, 2, 2, false, false))
demo.Start();
return 0;
}